I'd like advice in finding, or writing from scratch, an adventure for a solo 1st level wizard. To be clear, I don't feel I need advice how to run a solo adventure, as I've run a number of them over the years--that's not the point of this thread.

My cousin would like to play an Elf Wizard. This will be his FIRST TIME with D&D (or any RPG), so I want to choose an adventure that 1) makes him say "Wow!,"* 2) is not overwhelming as far as setting and background info--ideally I'd like to verbally describe the setting in about 30 seconds to a minute, and 3) is suited specifically for a wizard.

He's late 20's, so I'd like to run an adventure that's not too childish or silly....dealing with "mature themes and situations" is fine. This does NOT necessarily need to be Pathfinder/3.5-rules based (or even D&D for that matter); I can convert rules from other RPGs.

Also, I figured I'd run a GM NPC bodyguard/fighter to accompany him, in case he gets into trouble, as wizards are not known for their rugged durability. I'm thinking a human fighter's stats, but 'reskinned' as a golem or automaton. This gives my cousin the option to point and say "Attack!" or "Defend!" and it'll carry out his orders, and yet the automaton won't be able to provide tactical or adventure-related advice (it can't speak).

I know my parameters are kind of narrow, but if anyone can think of a decent low-level adventure that fits my needs, I can convert it.

Alternately, if anyone wants to throw out a few wizard-specific "seeds" that I can use to create my own adventure...I'd be appreciative.

You could use DCC#0 Legends are made not born. It was designed for 6 apprentice level (0 level) PCs, but with further tweaking, you might be able to make it work for a wizard and his bodyguard.

The old module N1, Treasure Hunt, also might work, but it has a very specific set up, and was designed for 0-level PCs, finding their way and picking a class. You should be able to modify it for low level play. Its been years since I've read it, but it might be worth a gander.

Best of luck running the game. I hope you get him hooked, so we can add another tabletop gamer to the ranks!

I was actually considering of using Halls of the Minotaur, partially because I've run the first 1/3 of it before....but I relized there's enough encounters all clustered together that a 1st level wizard will run out of spells long before we can finish even a portion of the adventure.

That, plus we'll only have a weekend (he lives over an hour's drive away)...and those bottles of rum and vodka won't drink themselves.

Don't neglect the fact that, if an adventure appeals, you may be able to condense encounters, or even 'save' some of them for future play -- he won't know what's missing, and you'll get to use it later if he wants to play again. I'd say, stick with encounters that involve more clever work-arounds, rather than straight-up fights -- which might be more fun and save him from loss of too much HP. Fights are more fun when you have more people, and a few bad rolls in a fight can scupper an adventure with one character.

If you keep the NPC fighter idea and see fit to get that 1st level wizard a lowly wand of magic missiles with 20-odd charges, with a couple of healing potions, I'd say go all out!

He'll also need a chime of opening, as there are as many locks as there are combats in Halls of the Minotaur!!!

We'll see. Still tossing around options. I think bumping him to 2nd level is smart, as he gains hit points and additional spell uses per day. I'm also going to urge him to use a bow (so that he stays the hell away from enemies), as elves are auto-proficient with them.

I'll be using the Pathfinder Beginner Box, although the setting will be something I'm comfortable with (Greyhawk or the Forgotten Realms, maybe--he won't know the difference).

I'm trying to kludge together a brief investigation/stealth/intrigue/assassination/problem-solving situation that includes opportunities for many of the spells a low-level mage casts: mage hand, read magic, detect magic, ray of frost, charm person, sleep, etc. Something brief that you might find in Mission Impossible 3 / Alias / 24 / Call of Cthulhu....yet that showcases the class' spellcasting abilities. A story of intrigue and betrayal, avoiding and/or bypassing combat (sleep/charm person), spying, stealing (mage hand). I'd prefer to use human/elven/dwarven enemies for this, rather than some of the 'standard fare' D&D monsters. Sadly, I pretty much suck at designing adventures. (Got suggestions, anyone?)

This will likely be followed up by a (published) mini dungeon-crawl that does have combat as well as 'standard fare' D&D monsters.

The automaton is going to be a mash-up between a walking suit of plate mail and C-3PO (which my cousin will enjoy as he's a massive Star Wars fan). Basically, a clockwork warrior that the other elves gifted to my cousin's PC to help bodyguard him in the wild and woolly human nations. (Stats of a human fighter wearing plate mail, but reskinned as a slow, uncommunicative warforged-type thing.)

I'm serious and kidding. It's called serding (not the guache 'kiderious"), and I assumed you knew...

But if those Alias episodes are under his belt, you could do worse than linger in territory that he's familiar with, but dressed up as Elves and Trolls and stuff (metaphorically speaking; unless literally dressing up as Elves and Trolls floats your boat). I think when I was first playing D&D about all we did was rip off movies, TV shows, etc. Then we learned the constituent parts that we needed and started Frankensteining our own adventures...

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